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{{Stub}}
 
{{Stub}}
{{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus, duplicated in some locations, etc.}}
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{{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus when god mode is turned on etc.}}
 
{{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}}
 
{{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}}
 
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]
 
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]
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=== Search bar ===
 
=== Search bar ===
 
Allows you to find items on the current map and will scan through all the items in the event of multiples.  Does not work on map.  In menus it can be used at any level to quickly find any action or setting through to narrowing item search results when spawning.
 
Allows you to find items on the current map and will scan through all the items in the event of multiples.  Does not work on map.  In menus it can be used at any level to quickly find any action or setting through to narrowing item search results when spawning.
 
== Debug Log ==
 
 
Opens the active in progress game log, aka debug log.  If pause on error is enabled this is the window you will see when an error occurs.  The most recent events are at the bottom of the log.  Selecting any line will open more details about the entry and it's stack trace in the lower part of the window. (only visible when an item is selected)  The size of the lower window may be changed with the handle between the window panes or by using the trace size buttons located at the top of the window.  Selecting clear will clear the currently displayed log information within the game, however the information will remain in the log file as usual.
 
 
== Tweak Values ==
 
 
Opens a menu with various sliders and a few toggles for changing some of the values associated with game pertaining to gameplay, tick rate, UI sizes, graphics settings, among other things and may include some mod options.  (ToDo: generate and populate table of settings)
 
 
== View Settings ==
 
 
Opens a menu that provides settings for visible layers, AI pathing and considerations, as well as some useful dev settings like infinite electricity, fast crafting, and fast caravans.  Draw paths will enable pathing lines for all non-colonist pawns. (pawn must be visible on screen for line to render) Write storyteller will provide the totals, equations, and values and modifiers for all wealth and pawns when raid events are generated and appends it to the raid letter message body.  Log translation lookup errors has also been relocated to here.
 
  
 
== Debug Action Menu ==
 
== Debug Action Menu ==
[[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with the first three DLC installed.]]
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[[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with [[Royalty DLC]] installed.]]
There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match exactly or any portion of it.
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There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match the name of the option or part of it.
 
 
==== Understanding the Buttons ====
 
 
 
Not every command can be listed all at once and frankly would overwhelm nearly anyone so many of these options are multi-level. More than one of these options can appear on a button and, for example, to change an items quality select the "T:set quality..." option and then select the quality you want to make the item.  Special note that the game will only apply settings to objects that allow that effect or descriptor and will attempt to affect everything in every layer under the mouse.  Beware T:Kill, T:Delete, and T:Discard!  To cancel any tool at anytime just right click or press escape.
 
  
Commands prefaced with with "T:" are applied to a target.  Upon selection the menu will close and leave a T attached to the cursor with either the name, action, or instructions beside itSome pawns may be between cells and you may need to toggle pause to let them move into a targetable positionBeware target tools will affect every valid object in the selected cell.
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Commands prefaced with with "T:" are applied to a target.  Upon selection the menu will close and leave a T with the selected tool name attached to the cursor.  To cancel any tool at anytime just right click or press escapeNot every command can be listed all at once and frankly would overwhelm nearly anyone so many of these options are multi-level.  To change an items quality for example select the "T:set quality" option and then select the quality you want to make the itemSpecial note that the game will only apply settings to objects that allow that effect or descriptor and will attempt to effect everything in every layer under the mouse. Beware T:Kill and T:Delete! 
  
 
Commands ending with an ellipsis "..." denote the items with submenus usually offering options such as quality level, quantity, difficulty level, or what item you want to spawn to name a few of the most common.  Being presented with no option within a submenu usually means there is nothing available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu)   
 
Commands ending with an ellipsis "..." denote the items with submenus usually offering options such as quality level, quantity, difficulty level, or what item you want to spawn to name a few of the most common.  Being presented with no option within a submenu usually means there is nothing available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu)   
 
Commands ending in (rect) will require you to select two points to create a rectangle selection area for the selected task. Examples of this would be "Edit Roof (rect)..." which would allow you to remove or place specific roof types.
 
 
Commands ending in (Map) will affect the current map in whatever way they normally would otherwise. Example would be "Do Incident (Map)..." to generate a caravan, visitor, or passing thrumbo heard.
 
  
 
===Incidents===
 
===Incidents===
Creates [[events]] and [[raid]]s on the currently visible map.
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Creates [[events]] and [[raid]]s. You must be viewing your colony or other playable map for these options to display.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! style=width:13em | Action !! Effect
 
! style=width:13em | Action !! Effect
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|-
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! Do incident (Map)
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| Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.).
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|-
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! Do incident x10 (Map)
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| Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s).
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|-
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! Do incident w/ point (Map)
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| Creates an event with specified total [[raid points]].
 
|-
 
|-
 
! Do trade caravan arrival  
 
! Do trade caravan arrival  
| Allows you to select a currently active faction by name and choose the type of caravan arriving. No random in this menu.
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| Trade caravan arrives at your colony map, this can be random chosen, for example bulk goods trader, exotic trader, combat trader or something alike.
 
|-
 
|-
 
! Execute raid with points  
 
! Execute raid with points  
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! Execute raid with specifics  
 
! Execute raid with specifics  
 
| Creates a raid where everything can be specified (faction, total raid points, arrival mode and location, etc.).
 
| Creates a raid where everything can be specified (faction, total raid points, arrival mode and location, etc.).
|-
 
! Do incident (Map)
 
| Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.).
 
|-
 
! Do incident x10 (Map)
 
| Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s).  Beware calling too many incidents, especially while paused, may result in severe game instability and crashing.  Save before use.
 
|-
 
! Do incident w/ point (Map)
 
| Creates an event with specified total [[raid points]].
 
 
|}
 
|}
  
 
====Incidents: World mode====
 
====Incidents: World mode====
These functions are visible when you are viewing the world map in your game. Incidents followed by a NO either cannot be used in the current scope or would otherwise not normally occur on the current map. (Testing required)
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These functions are visible when you are viewing the world map in your game.
  
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
! Add [[techprint]] to project {{RoyaltyIcon}}  
 
! Add [[techprint]] to project {{RoyaltyIcon}}  
| Allows you to select a techprint and which pawn will receive credit for its use.
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| Allows you to select a tech pring and which pawn will receiver credit for it's use.
 
|-
 
|-
 
! Apply [[techprint]] on project {{RoyaltyIcon}}  
 
! Apply [[techprint]] on project {{RoyaltyIcon}}  
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=== Autotests ===
 
=== Autotests ===
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
! Action !! Effect
 
! Action !! Effect
 
|-
 
|-
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| When tested in dev mode, it spawned 26 colonists, this command simulates a full colony with all tech researched. Included with everything unlocked, like buildings and items that can be placed. For example items/buildings added by mods are shown as well. You can use this as a test to see what consumables, buildings, workbenches, apparel, weapons and other available stuff is added when reaching endgame. All buildable buildings, props and decor, from the architecture tab will be spawned on an electric power grid shown in the picture below. As an addition all the items like consumables like food, drugs and raw resources will be shown in the other photo.  
 
| When tested in dev mode, it spawned 26 colonists, this command simulates a full colony with all tech researched. Included with everything unlocked, like buildings and items that can be placed. For example items/buildings added by mods are shown as well. You can use this as a test to see what consumables, buildings, workbenches, apparel, weapons and other available stuff is added when reaching endgame. All buildable buildings, props and decor, from the architecture tab will be spawned on an electric power grid shown in the picture below. As an addition all the items like consumables like food, drugs and raw resources will be shown in the other photo.  
 
<gallery>
 
<gallery>
Make colony (full).png| make colony (full) command
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Screenshot 2023-05-18 163244.png| make colony (full) command
Make colony (full) items.png| make colony (full) command
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Screenshot 2023-05-18 150933.png| make colony (full) command
 
</gallery>
 
</gallery>
 
|-
 
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